DISCLAIMER

Using this project in any test- or productive-environment is at your own discretion!

This project is still in heavy developement and large parts may change at any point in time.

What is it?

This project is an alternative implementation of the standard NetworkManager that comes out-of-the-box with Forge Networking Remastered as an attempt to provide functionality like a persistent world or dungeon instancing in one or more servers.

When to use it?

You need your game to be split up into smaller parts and/or want to be able to run one game on multiple servers.

You want your clients to only connect to and see one part of the world instead of everything.

You want functionality like a persistent world or dungeon instances

When not to use it?

If you have no prior experience with Networking or Forge Networking Remastered. Gain experience with the framework first.

If your project is an arena- or lobby-style game stick with the default NetworkManager.

If your project wants to have the host also be a player of the game. This solution is made for a “server” that clients connect to.

Additionally, at the time of writing the native Steam-Integration of the standard NetworkManager, the standard implementation of a MasterServer, compatability with the Webserver or Matchmaking in Forge Networking Remastered are not integrated. While these features might be implemented at a later time please know that you will need to provide them yourself currently.

Be aware that if you want to use this over the standard NetworkManager or not depends on the scope and features of your own project and is at your own discretion.

Features

A Scene-based NetworkManager for easy creation of NetworkScenes*

Multiple NetworkScenes* per Server-Instance

Multiple Server-Instances (Can run the first 5 NetworkScenes* of your game on “Server_1” and another 3 NetworkScenes* on “Server_2”)

Provides extendable interconnection between Server-Instances out-of-the-box without a database

Supports creating NetworkScenes* from one Server in another Server

Supports instantiating NetworkBehaviors from one Server in another Server

Clients can be instructed to change NetworkScenes* by the Server

Concept of “Static-Scenes”: NetworkScenes* that are and should always be reachable under a certain IP and Port, basically the “static world”/“overworld”

Concept of “Dynamic-Scenes”: NetworkScenes* that are created on demand for things like Dungeon Instances or Player Housing Instances etc. and that will be destroyed again at some point

Port-recycling for “Dynamic Scenes”: If a “Dynamic Scene” is destroyed the port can be reused at a later time from a range of allowed Ports

A global registration system for “Dynamic Scenes” that all servers can lookup connection information in and for preventing name-collusion of NetworkScenes* across Server-Instances

Creating NetworkScenes* with a position-offset to prevent them physically overlapping each other

NetworkScenes* can try to reconnect/rebind after a set delay when disconnected

*The term “NetworkScene” describes a Unity-Scene with a NetworkManager that is only handling the NetworkBehaviors in that Unity-Scene.

Installation and Setup

I recommend at least Unity 2018.3.6f1. If you have issues try upgrading to this or a higher version of Unity.

Register the Unity-Scenes found in the MultiServer-Example-Project in the BuildSettings and in the order shown below:

You need to recompile the NetworkBehaviors in Forge Networking Remastered in order for the NetworkBehaviors to work. To do so you simply need to save any NetworkBehavior in the Network Contract Wizard as shown below:

Open the Login-scene in the Unity-Editor.

Press Start!

Overview

More to come 😃

MIT License

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the “Software”), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.